Since experiments are very dangerous and unstable, this class will focus about 75% on shielding. At the same time, the shield might be an failed experiment an negatively killing you or your teammates instead. Attacks from this class will also be unstable. Sometimes if you are very unlucky, it might just heal the opponent instead of damaging them.
This class will be focused on instinct and speed. Low strength and medium vitality.
Unstable blast
CD : 2
Focus 10
A blast that is mediumly unstable. 8/6/4/2/0% chance of not doing ANY damage. 25/30/45/50 of doing a critical damage. This attack also has 2/4/6/8/10% of stunning the enemy. This attack is based on 200/220/240/260/280% of your instinct. Deals fire damage.
Unfinished project
CD : 6
Focus : 15
You forgot to add 1 more material before using this move, based on 250/275/325/400/500% of your instinct. This shield has a 25/20/15/10/5% of damaging the buffed target. But also has a 25/30/35/40/45% chance of healing the target for 3% of their health. Lasts 4 turns.
You drank the combination of a lot other experiments and became a mind breaking monster. Increases your instinct by 100/175%. Regains 5/10 focus per turn, and raises physical defense by 50/75%. Lasts 5 turns. However, since this is still and experiment, there is a slight chance of not attacking the designated target, and attacks an ally or other opponents instead.
Throws a glass sealed container at the enemy, which will release deadly nerve gas (when broken) that deals poison damage based on 45/50/55/60/65% of your instinct. This attack has 0/10/20/30/40% chance of not getting dispelled. Can only be equipped 3 times. Lasts 5 turns.
Must have 3 poison buffed applied to the target. Mix the poison with some random other materials to create an explosion. This attack is based on 200/250/300/350% of your instinct. 10/15/20/25/30% chance on applying "Debris" which can either stun the enemy for 2 rounds, or ailing them of fire damage with 300/325/350/375/400% strength.
Attack a random player on the field for 100% of your instinct. If the target is an enemy, deal another 200% of your instinct as damage. If you continue to hit an enemy, than the damage you deal is doubled in each hit.
Attack the enemy for 200/225/250% of your instinct and 150/160/175% of your electric piercing. This attack has a 50/40/25% chance of inflicting 50/50/33% of damage dealt back at you.
Makes you or your team mate in a cloaking shield, increasing your speed for 300/400/500/600%. But if you get attacked, all incoming attack will be 300/250/200/150% more effective. Lasts 3 turns.
Using a well made hand grenade to attack at the enemy, if the attack was successful, in 2 turns the grenade will inflict damage equal to 150% strength, 400% instinct, and 50% speed. There is a chance of missing the target and accidently hit your ally instead, but the damage is reduced by 25% when it hits an ally.
Dynamite (CD: 3, Use: 2, 10 Focus) Put a dynamite on the floor and attack enemies for 175% of your fire piercing each. However, you might not be able to avoid the blunt of the explosion. Depending on your speed, you might take 50% recoil damage.